Combat Rebalance
New stats, new formulas, new meta
Battles have been fully reworked in Call of Gjallahorn — including player and monster stat formulas. Every attribute now has a clear and impactful role in combat, crafting, and progression.
What each stat does now
- POW (Power) Damage — Increases the ATTACK each 3 points and slightly increases carry weight.
- AGI (Agility) Speed — Increases the ATTACK each 5 points, then ASPD, FLEE, and slightly DEF.
- VIT (Vitality) Toughness — Increases Flat Defense, Max HP, and carry weight.
- INT (Intelligence) More SP — Increases the ATTACK each 6 points and your MaxSP pool.
- DEX (Dexterity) Chance to hit — Increases the ATTACK each 4 points and HIT, and reduces skill cast time.
- LUK (Luck) Crit & Status — Increases Critical chance and Status Rate by +1% per 2 LUK.
Note that every damage skill can deal Critical damages, increasing the final damage by +40%.
Flat Defense means it will reduce damage by a flat amount, a monster hitting you for 10, will deal only 5 damage is you have a Flat Defense of 5.
Status Rate multiplies the change of inflicting a status, if a skill has 50% chance to inflict bleeding, having 10 Status Rate will make it 55% instead (10% of 50).
Formula (for DEF2) = DEF2 from gear + (VIT/2) * (BaseLevel/100), giving 50 DEF2 for a level 100 player with 100 VIT. (same for MDEF2 but with INT).
Sub stats
- FLEE Chance to escape an attack — Formula : Attacker's HIT - Defenser's FLEE = Hit rate in %, Flee is reduced by -10% for each monster attacking you above one.
- HIT Chance to Hit a target — Formula : 170 + Base level + Dex + Hit bonuses.
Flat stat cost
Investing in your build is now straightforward: every stat point costs exactly 1 point, regardless of the current value. No more exponential costs.
Unified Damage Model
All skills in the game — even those that may look “magical” —
are treated as physical damage.
This means they are mitigated by Defense and can miss
depending on your HIT versus the target’s FLEE.
Some skills still scale with specific stats (STR, DEX, INT, etc.). When this is the case, the scaling stat is explicitly mentioned in the skill description.
Skill System Rationalization
- Type-first design: Every skill belongs to a clear type (Melee, Ranged, Heal, Support, etc.). The type is always shown in-game in the skill description. The skill tier is represented by the number of orbs displayed on the corners of the skill icon.
- Normalized damage by type: Base damage scaling follows the skill type (for example, Melee vs. Melee AoE). Individual skills can still have unique bonuses or effects, which are always listed directly on the skill.
Skill Tiers (Icon Orbs)
Skills are assigned a tier based on your current class progression. This tier is visually represented on the skill icon by small orbs, ranging from 0 to 3.
Higher tiers indicate more impactful skills, with stronger scaling and greater influence in combat.
How Damage Is Calculated
Damage is built on top of the standard ATK-based formula. ATK remains the core source of power, coming from:
- Base stats (STR, DEX, etc.)
- Weapon ATK and refinements
- Cards, bonuses, and buffs
Skill damage does not rely on hardcoded percentages per skill. Instead, a shared damage ratio is applied based on:
- Skill Type
- Skill Level
- Skill Tier
In simplified terms:
Final Damage ≈ ATK × Skill Ratio
Skill Tier Scaling
Each tier applies a multiplier to the skill’s damage ratio:
| Tier | Description | Multiplier |
|---|---|---|
| Tier 1 | Basic / Utility | × 1.00 |
| Tier 2 | Advanced | × 1.35 |
| Tier 3 | High-impact | × 1.70 |
A Tier 3 skill scales up to 70% stronger than a Tier 1 skill at the same level and type.
Color Coding
Skill icon colors communicate their role at a glance.
Skill Types & Damage Ratios
Damage efficiency is defined by the skill’s type and scales with tier and level.
| Skill Type | Base Ratio per Level |
|---|---|
| Melee | High |
| Melee AoE | Medium |
| Ranged | Medium–High |
| Ranged AoE | Low |
| Support / Debuff | Low |
| Support / Debuff AoE | Very Low |
Note: Skills that consume crafting materials (bombs, traps, reagents, etc.) have an increased damage ratio to compensate for their additional resource cost.
Scaled Damage Values
Damage numbers are intentionally lower than on traditional servers.
Dealing 500 damage is already considered a strong hit on monsters.
A powerful MVP typically has around 10,000 HP, combined with high defense — resulting in significantly reduced incoming damage.
This global downscaling creates a cleaner and more readable combat experience, with realistic numbers where each hit feels impactful without screen clutter.
Customized Element Table
Damage multipliers when attacking a target of another element.
| Atk ▼ / Def ▶ | Neutral | Water | Earth | Fire | Wind | Poison | Holy | Dark | Ghost | Undead |
|---|---|---|---|---|---|---|---|---|---|---|
| Neutral | 100 | 100 | 100 | 100 | 100 | 100 | 90 | 90 | 90 | 90 |
| Water | 100 | 75 | 100 | 125 | 100 | 125 | 100 | 115 | 100 | 85 |
| Earth | 100 | 100 | 75 | 100 | 125 | 125 | 115 | 100 | 85 | 100 |
| Fire | 100 | 100 | 125 | 75 | 100 | 125 | 85 | 100 | 100 | 115 |
| Wind | 100 | 125 | 100 | 100 | 75 | 125 | 100 | 85 | 115 | 100 |
| Poison | 100 | 125 | 125 | 125 | 125 | 75 | 75 | 75 | 75 | 75 |
| Holy | 100 | 100 | 100 | 100 | 100 | 75 | 75 | 125 | 100 | 125 |
| Dark | 115 | 100 | 100 | 100 | 100 | 75 | 125 | 75 | 125 | 75 |
| Ghost | 90 | 100 | 100 | 100 | 100 | 75 | 110 | 110 | 110 | 110 |
| Undead | 110 | 110 | 110 | 110 | 110 | 75 | 125 | 75 | 75 | 75 |